I’m incredibly thankful and humbled by all the fans. YouTube has a dubious reputation when it comes to community but for the most part the comments and live stream chats have been nothing but positive and fun.

I’ve been uploading videos to YouTube for years, beginning with poorly streamed Let’s Plays of video games with cheap mics, bad audio, and choppy video quality. It wasn’t until 2015 when I began recording and streaming our Roll20 RPG sessions that we really began to find an audience.

Some of you have been with us since Storm King’s Thunder began, others with Lost Mine of Phandelver and even a few of you still make reference to our Shadowrun campaign. The in-universe jokes, from the Graham Cracker Crew to zombie Tims to Jake from State Farm always put a smile on my face.

A few of you have been asking how you can support the channel and my work. I’ve been looking into some options and researching what methods work best, whether its Amazon affiliate links, Patreon, Ko-fi, or a YouTube partnership.

Rest assured that I will never gate our primary RPG streams behind any kind of paywall. Any monetary support would be purely optional, and help me produce more higher quality videos at a steady pace, particularly extra content like my DMs Guild Reviews, Roll20 Reviews, and board game reviews.

This whole venture began as a labor of love and an effective creative outlet. It warms my heart to see so many of you enjoying it along with us. We have more exciting things planned for the future, including our next D&D campaign where I return to the DM’s chair.

Thank you so much for subscribing to my humble channel, for leaving positive (or constructive!) comments, and for chatting during our weekly live streams. Here’s to the next 1,000 fans!

Maeve levels up her abilities in Shogunworld, while Delores makes a final decision on Teddy.

No more fun teases – Shogunworld is finally here! In this week’s episode of Westworld Team Maeve has been captured by a mysterious group of Japanese outlaws who are not-so-coincidentally familiar to her own posse, while Delores makes her final decision on what to do with Teddy. Continue reading “Westworld Season 2 Episode 5 “Akane No Mai” Recap”

The 30-ft tall queen of the cloud giants strode into the room, carrying all the haughty annoyance that I had expected. She stopped, her mouth practically hanging open as she surveyed us standing there, our hippogriffs nervously pawing at the ground behind us.

I took a deep breath and bowed deeply with all the respectful flourish I could muster.

“Your majesty,” I began. My mind was spinning. We were conch inspectors – no – we were hunting that foul group who just made off with her dragon. And stole all the treasure from her study! Those rascals. We’d catch them for sure.

But we still needed that shell, and only she could summon it. Behind us Cressaro spoke up in a monotone that made me smile: “It is of the utmost importance that we retrieve the shell.” He was still under my influence.

I then offered to give her what she wanted – the location of some ancient dragon magic. The Countess began to slowly lower her guard.

I was on a roll as she retrieved the magical chest, spoke the words, and brought forth the shell. “Tell it to me now,” she demanded, while holding the shell.

Before I could speak I felt my spell dissipate from Cressaro, its command full-filled. I instantly reached out with my mind to warn the others around me, starting with nearby T.I.M. <GRAB THE SHELL> I screamed into his mind.

Somehow the enlarged construct gracefully leapt forward and gingerly snatched the shell from her hand. Then the room exploded.

Storm King’s Thunder has been mostly bereft of large-scale dungeons, making it almost the complete opposite of our previous campaign. It’s ironic that when we finally reach a big dungeon, we skip almost all of the content.

Yet Lyn Armaal still took us a solid four sessions to get through, thanks to complex planning and strategy. We turned it into a heist mission, a rescue mission, and finally some hilarious diplomacy as we meet with Countess Sansuri, acquire the magical conch shell of teleportation, and get the hell out of dodge. Continue reading “D&D 5E “Storm King’s Thunder” Session 54 Recap”

Infiltrate a militant temple of Tyr to recover a magical artifact in this heist adventure for 11-16th level.

A review copy of The Theocracy was provided for the purposes of this review.

Designed by: JVC Parry

JVC Parry is one of my favorite creators on the DMs Guild. He’s produced many quality one-shot adventures with neat ideas and well-designed miniature dungeon crawls.

“The Theocracy” is Parry’s latest adventure, and while the actual title is hopelessly generic, it offers a substantially deeper, higher level dungeon crawl with a unique, richly detailed theme.

The twist is that the “dungeon” is actually a Temple of Tyr (the Forgotten Realms’ militant God of Justice), and the PCs are tasked with retrieving an important magical item – hopefully without declaring war on a bunch of paladins, priests, and a gods damn angel. Continue reading “DMs Guild Review: The Theocracy”

Things were going well, or least as well as can be expected against an apocalyptic snowstorm, until the temperature plummeted another 40 degrees. “Snowmaggeddon” is a joke during brutal winters. But nobody’s laughing in the world of Frostpunk when temperatures approach -90 degrees, rendering most of the world uninhabitable.

In the last city my supply of coal dwindled to nothing as my geothermic reactor began shutting down. I watched a cascade of Bad News as my workforce grew sick, homes grew cold, and people began dying.

I was forced to pass a law to enable emergency 24 hour shifts. Brave men and women operated frozen coal mines in the dead of night to give us the juice we needed. Some grew sick, and some were so frostbitten they had to have limbs amputated.

But the city survived. These harrowing moments solidify Frostpunk as one of the most memorable and emotional city building sims I’ve ever played.

The War for the Crown returns to an urban setting in the third Pathfinder Adventure Path module, The Twilight Child. It’s designed for a party of 7th level heroes who have completed the previous two modules, and they should reach 10th level by the end, making it a solid Tier 2 adventure.

The Twilight Child provides a bounty of interesting side quests within the mercantile city of Yanmass, and more importantly for a Roll20 module, plenty of quality maps to support them.